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About This Game

For three hundred years, the last remnants of humanity have clung to the wild green jungles of the Sunset Isles. They have watched the red mist that consumed their world roil a hundred miles off the coast, waiting, a beast at bay. But now the crimson dreams are becoming stronger, and the wild Shou tribes of the west howl their hate at the human invaders. Who shall rise to save a world quenched in blood? Note: as players post over the course of the game, they are encouraged to link IC posted text to various blog articles which should be at least a brief paragraph defining the hyperlinked term. In this way, players help to flesh out the world. The cities of men are few in these accursed days. Ever since the demon-haunted mists of the Red Tide exiled a scattering of desperate survivors from their ancestral lands, all that remains of humanity are those peoples who cling to survival in the distant Sunset Isles. Their refuges remain perched upon wild shores, men and women gathered together in city-states grown fearful of their neighbors. The Mandarin of Xian broods in his many-towered city as the blood sorcerers of Tien Lung scheme and the Shogun of Hell dreams the red dreams of his masters. The grim pikemen of Hohnberg turn away from their former allies in the east, and in the ancient halls of his Gate Citadel the dwarf-king dwells uneasily upon the change of days. In the west, the Shou howl for vengeance. Driven from their lands by the human exiles, locked in never-ending war against the hated interlopers and their own rival neighbors, they lack only a leader to make an irresistible tide of their warriors. Even now their raiding parties harry the western borderlands and thrust deep into once-safe territories. Their savagery lights the midnight skies with the flames of burning villages and make pillars of smoke from the homes of men. The decay festers even within the hearts of the people as the dreams of the Red Tide win fresh cultists to its alien cause. It forever seeks to open a way into the haven of the Isles, to draw closer to the shores that denied it the last and most delicious of its prey. These cultists trade their reason for auspicious madness and pleasing delusion, until their very flesh rebels against sanity and their rites bring in the red fog of their lords. How long can the ruling powers suppress knowledge of the cult’s hideous spread? No foul sorcery is needed to explain the pirates and the bandits and the rapacious border lords who are more brigand than protector. The common people groan under the troubles of these days, and many give up all hope of honest gain in favor of a sharp spear and the plunder of their neighbors. These bandits are a scourge upon honest men. Too many lords lack the strength to suppress them, even if they had the will. Yet even in these dark days the hours are not without hope. Among the legions of the bitter, the resigned, and the desperate there are those with the potential for greater things. There are those with the iron thews or razor wits or unquenchable faith that is required for a greatness beyond ordinary men. These are the heroes of the Sunset Isles, the men and women destined to light legends with their deeds. With courage, cunning and the dauntless fury of a soul born for glory these few chosen may yet be the salvation of a land that trembles on the brink of bloody ruin. Many will fall. Many will perish in nameless and terrible ways, brought down by the dooms they so often face. Yet not all will fail, and from these few heroes may come a new and better age.

Game System

Basic Fantasy Role-Playing Game

Detailed Description

Although the listed Game System is Basic Fantasy, that's only because Scarlet Heroes isn't an option in the dropdown box above.

 

 


 

 

scarletheroes_charsheet.pdf

Community

OSR
  1. What's new in this game
  2. Are we going to use the traits feature? I have a little more work to do here....
  3. Very nice. You can go ahead and promote from Level 0 to Level 1, adding another (4 + Con modifier) hit points.
  4. First new character rolls-- Roll Replace 9 with 16, yields: 16,14,14,12,11,11 STR: 14 INT: 11 WIS: 11 DEX: 14 CON: 16 CHR: 12 Class-- Fighter HP: 8+2 (10) Attack Bonus +1
  5. Spells May Be Selected from any links below or any attached PDFs or spreadsheets. You may also use spells from the Basic or Expert boxed sets, or the 2nd edition AD&D PHB. https://vodabois.fi/2eSpells/ https://regalgoblins.com/spells.php Microlite81-Advanced-1.0-Silver.pdf DD Classic - Magic - Mage All Spells (Backup).xlsx
  6. Much time has passed: The Middle Ages, The Industrial Revolution, The Space Age, The Visitation, The Disaster and Great Declension, The Age of Ice and Darkness, and now ... finally ... The Time of the Red Tide. Yes, the world has moved on. Much has been lost to history, yet some things gained. Welcome to Scarlet Horizons. The setting of Scarlet Horizons is Asian-themed post-apocalyptic fantasy in Earth's very far future. Most of the world has been consumed by something called the Red Tide, an alien horror that takes the form of a crimson mist, able to corrupt and consume both physically and through dreams. The remaining population of the world fled to the Sunset Isles, an extensive archipelago located roughly where Great Britain existed many tens of thousands of years ago. There, after driving the native Shou (who replace Orcs, Goblins, Bugbears and Hobgoblins) into the wilderness, they settled and formed new kingdoms. The world saw unthinkable advances during The Visitation, suffered untold losses during the Great Declension. Sages speculate about what heights of exalted knowledge and fabled technology now lie hidden in the sediment of countless past generations. But for every tomb-plunderer and ruins-seeking archaeologist, there's a minion of the Ninefold Celestial Empire who is set on preventing the uncovering of veiled secrets from antiquity. Such things must remain shrouded, lest one faction or another gain advantage. There are four major kingdoms in the setting – the failing Mandarinate of Xian, once the ruler of the entire archipelago, the Hellsworn Shogunate of the North, the decadent Magocracy of Tien Lung, and finally the hard-working and faithful monotheistic Hohnberg Pact. The Thousand And One Islands of the archipelago of the Sunset Isles are home to samaurai and sohei, wu-jen and alchemists, reclusive sorcerers and sublime ascetics at remote monasteries, powerful shoguns in palaces, and fey monsters of the mundane, magical, and (human?) types. What are referred to as dwarves, elves, and halflings are believed by scholars to share a common ancestor - homo sapiens. What advanced genetic manipulation may have been perpetrated on the human genome during the decades of The Visitation? No records exist anymore ... or do they? Even the shou may in truth descend from humanity. There are 5 core mechanics to Scarlet Heroes, of which two are specifically designed to allow a lone hero to face a party’s worth of adventure. Checks When a character is trying some task of personal prowess or skill that might reasonably tax a hero, roll a check. The difficulty ranges from 9 to 17, and is rolled on 2d8 adding the relevant attribute modifier and their highest relevant trait. Saving throws Rolled to avoid traps, magical attacks and other attempts to harm the character, saves have a difficulty of 9 + the HD or Threat of the attacker, and are rolled exactly as Checks are, but adding the character’s level to the result too, meaning you roll 2d8 + level + attribute + highest relevant trait. Attack rolls A rolled on 1d20 plus the character’s attack bonus, relevant attribute and the enemy’s armor class. A result of 20 or greater is a hit. Damage rolls This is the core of what makes Scarlet Heroes work for a single player whilst otherwise leaving the math and numbers of enemies unchanged. Instead of reading damage dice straight, damage is read as follows. 1: 0 2-5: 1 6-9: 2 10+: 4 Each die is read individually, and damage modifiers apply to a single die. Damage is done to enemy Hit Dice but to player Hit Points. For example, a Skeleton, having 1 HD would go down in one solid hit, and would do between 0-2 points of damage with each successful attack on a PC. With the exception of a Thief’s ambush damage, overflow damage is applied to the next enemy; a character fighting a group of skeletons rolls 4 damage – four of the skeletons go down. The Fray die that heroes get is read just like a standard damage dice, and can be applied to any qualifying enemy that the character could reach. The fray die is rolled even if the character isn’t declaring an attack that round. The end result of all this is to allow a single character to face down threats that would normally require a full party, and to enable the use of pre-written modules without having to re-jig all the encounters. Defying Death If a hero is about to die or encounters an obstacle they just can’t get around, they may attempt to defy death. This is done by rolling 1d4 for each of their levels and applying the result as damage. If they’re still standing they survive the threat or get around the obstacle. If they drop to zero, they’re reduced to 1hp and have failed. Each time the character tries to defy death during an adventure the dice step up by one size, to a maximum size of d12.
  7. The damage conversion and the Fray die ensure that the PC is much slower to go down during combat and much more dangerous toward monstrous foes. Every round, the PC will usually do at least 1 HD worth of damage to any enemy of equal or fewer hit dice thanks to the fray die, and has a chance of doing more with their regular attack. A hero with a +1 weapon or a +1 modifier to the damage roll is guaranteed to do at least 1 HD in damage, and a fighter with a great-sword might even do 4 HD. A typical novice fighter with 5 hit points and AC 4 from chain mail and a shield might run into a melee with four orcs during his exploration. Every round, his fray die can be expected to kill one of them, with a 1-in-6 chance of killing two. With a 1d8 sword in hand and a +1 Strength bonus, the fighter has an excellent chance of delivering 2 points of damage with every hit, leaving it possible that a lucky round might kill all four orcs at once. Every round, the orcs can take a swing at the fighter, doing from 0-2 points of damage on each successful hit. It’s a dangerous situation for the fighter, but he needs to be hit at least three times before he’s in peril of his life. Compared to a lone hero using the usual rules for old-school combat, the fighter will probably win the engagement rather than being rapidly reduced to stew meat by orcish spears. Against more fearsome foes, things get uglier for him. Against an ogre with 4 hit dice and a 1d10 club, he can’t use his Fray die because the ogre has more hit dice than he has levels. Furthermore, the ogre’s club is much more likely to result in the high damage roll that would inflict two or four points of damage on him. Still, it won’t take more than about four hits for him to bring down the brute if he can stay alive long enough to deliver them. If he were to confront the beast at second level, with another 4 or 5 hit points of his own, the odds would be much worse for the hulking creature. A fourth-level solo hero would chop the brute down in two or three rounds, with his Fray die helping the monster to its well-deserved grave. Instant-death poisons, death spells, inescapable pit traps, and mind-controlling sorceries that would leave a hero helpless are best answered by Defying Death. That particular rule is meant to take the finality out of “save or die” situations by converting a failed save into damage instead. Because the number of dice scale evenly with the level of the character, there’s no level at which a PC can just wave away these threats- they’re always going to eat about one hit point for each PC level, and if doom is dodged too often at the table it becomes more and more likely that the bigger dice are going to be returning two or four points of damage each. These solo rules are intended to fit PCs for classic adventure without any need to change either them or the written module. A single canny 1st level thief with a good hit point roll and a little caution can dare the perils of Quasqueton with a reasonable hope of survival, and a 3rd level fighter with a stout sword arm has a decent chance of standing fast against the perils of the sand-swept Lost City. If you use the Enduring Protagonist optional rule, you can start a game with a first-level PC and still have reasonable expectations of seeing high levels with the hero.
  8. PCs run by GM kyrathaba will generally originate in a region of the Thousand And One Sunset Isles known as Romilia. Often, they will live in or near the city of Stigrix or the town of Actun. Less often but certainly not rarely, PCs originate across the Romilion Sea in Antil (an-TILE) or Palen Spring. The region of Romilia lies within the easternmost two-thirds of the Sunset Isles. The humanoid inhabitants of the Sunset Isles are (1) the Shou, wild and barbaric people pushed out of the more civilized areas, (2) the Deep-folk, who long ago adjusted to subterranean living, perhaps during the Declension, or the ensuing Age of Ice and Darkness, (3) the Fey-folk, who are reclusive and said to know secrets going back to the time of the Visitation, the Wee-folk, smaller humanoids who are likely to be the descendants of Visitor and homo sapien interbreeding, and Neo-sapiens, perhaps the least genetically dissimilar to ancient homo-sapiens. Romilia has been fortunate in recent decades to find itself mostly left alone. But in recent months rumors have reached the island that the Ninefold Celestial Empire is seeking to re-annex islands of the archipelago that long ago escaped its influence. The failing Mandarin of Shingoru is said to be allying itself with the Disciples of Quisan and the Monastery of Brahmdur. Both groups are set in opposition to the various warlords and the perceived abuses of their martial might.
  9. (1) Generate your six ability scores. For each of the six attributes, roll 4d6, drop the lowest die, and add them together. You can swap these rolls around to different attributes if you have a particular sort of hero in mind. If no roll is 16 or better, pick an attribute and set it to 16. If you aren't completely satisfied with these scores, you may repeat step (1) up to three times. (2) You begin play as a Level 0 character with hit points dependent upon your chosen class: Starting Hit Points (Level 0) Fighter 8 Cleric 6 Magic-User or Thief 4 (3) Modify Hit Points by your Constitution modifier: Constitution Modifier 3 -3 4-5 -2 6-8 -1 9-12 +0 13-15 +1 16-17 +2 18 +3 Only heroes have hit points; monsters and normal people have hit dice instead. Write down your starting attack bonus. This is +1, except for magic-users, who have no initial bonus. The higher the bonus, the better your hero is at hitting a target when wielding bow or blade. As your hero advances in level, they’ll get better; each time you advance, you’ll add your class’s advancement bonus to the score. Record your Fray die. Your character is a hero, and petty foes should be wary of getting too close. When fighting inferior enemies you can roll your Fray die to kill or injure them.
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